#include "GridNotifiers.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "UpdateData.h"
#include "Item.h"
#include "Map.h"
#include "Transports.h"
#include "ObjectAccessor.h"
#include "BattleGroundMgr.h"

using namespace MaNGOS;

void
VisibleChangesNotifier::Visit(CameraMapType &m)
{
	for(CameraMapType::iterator iter=m.begin(); iter != m.end(); ++iter)
	{
		iter->getSource()->UpdateVisibilityOf(&i_object);
	}
}

void
VisibleNotifier::Notify()
{
	Player& player = *i_camera.GetOwner();
	// at this moment i_clientGUIDs have guids that not iterate at grid level checks
	// but exist one case when this possible and object not out of range: transports
	if(Transport* transport = player.GetTransport())
	{
		for(Transport::PlayerSet::const_iterator itr = transport->GetPassengers().begin();itr!=transport->GetPassengers().end();++itr)
		{
			if (i_clientGUIDs.find((*itr)->GetGUID()) != i_clientGUIDs.end())
			{
				// ignore far sight case
				(*itr)->UpdateVisibilityOf(*itr, &player);
				player.UpdateVisibilityOf(&player, *itr, i_data, i_visibleNow);
				i_clientGUIDs.erase((*itr)->GetGUID());
			}
		}
	}

	// generate outOfRange for not iterate objects
	i_data.AddOutOfRangeGUID(i_clientGUIDs);
	for(ObjectGuidSet::iterator itr = i_clientGUIDs.begin();itr!=i_clientGUIDs.end();++itr)
	{
		player.m_clientGUIDs.erase(*itr);

		DEBUG_FILTER_LOG(LOG_FILTER_VISIBILITY_CHANGES, "%s is out of range (no in active cells set) now for %s",
			itr->GetString().c_str(), player.GetGuidStr().c_str());
	}

	if (i_data.HasData())
	{
		// send create/outofrange packet to player (except player create updates that already sent using SendUpdateToPlayer)
		WorldPacket packet;
		i_data.BuildPacket(&packet);
		player.GetSession()->SendPacket(&packet);

		// send out of range to other players if need
		ObjectGuidSet const& oor = i_data.GetOutOfRangeGUIDs();
		for(ObjectGuidSet::const_iterator iter = oor.begin(); iter != oor.end(); ++iter)
		{
			if (!iter->IsPlayer())
				continue;

			if (Player* plr = ObjectAccessor::FindPlayer(*iter))
				plr->UpdateVisibilityOf(plr->GetCamera().GetBody(), &player);
		}
	}

	// Now do operations that required done at object visibility change to visible

	// send data at target visibility change (adding to client)
	for(std::set<WorldObject*>::const_iterator vItr = i_visibleNow.begin(); vItr != i_visibleNow.end(); ++vItr)
	{
		// target aura duration for caster show only if target exist at caster client
		if ((*vItr) != &player && (*vItr)->isType(TYPEMASK_UNIT))
			player.SendAurasForTarget((Unit*)(*vItr));

		// non finished movements show to player
		if ((*vItr)->GetTypeId()==TYPEID_UNIT && ((Creature*)(*vItr))->isAlive())
			((Creature*)(*vItr))->SendMonsterMoveWithSpeedToCurrentDestination(&player);
	}
}

void
MessageDeliverer::Visit(CameraMapType &m)
{
	for(CameraMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
	{
		Player* owner = iter->getSource()->GetOwner();

		if (i_toSelf || owner != &i_player)
		{
			if (!i_player.InSamePhase(iter->getSource()->GetBody()))
				continue;

			if (WorldSession* session = owner->GetSession())
				session->SendPacket(i_message);
		}
	}
}

void MessageDelivererExcept::Visit(CameraMapType &m)
{
	for(CameraMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
	{
		Player* owner = iter->getSource()->GetOwner();

		if (!owner->InSamePhase(i_phaseMask) || owner == i_skipped_receiver)
			continue;

		if (WorldSession* session = owner->GetSession())
			session->SendPacket(i_message);
	}
}


void
ObjectMessageDeliverer::Visit(CameraMapType &m)
{
	for(CameraMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
	{
		if(!iter->getSource()->GetBody()->InSamePhase(i_phaseMask))
			continue;

		if(WorldSession* session = iter->getSource()->GetOwner()->GetSession())
			session->SendPacket(i_message);
	}
}

void
MessageDistDeliverer::Visit(CameraMapType &m)
{
	for(CameraMapType::iterator iter=m.begin(); iter != m.end(); ++iter)
	{
		Player * owner = iter->getSource()->GetOwner();

		if ((i_toSelf || owner != &i_player) &&
			(!i_ownTeamOnly || owner->GetTeam() == i_player.GetTeam()) &&
			(!i_dist || iter->getSource()->GetBody()->IsWithinDist(&i_player,i_dist)))
		{
			if (!i_player.InSamePhase(iter->getSource()->GetBody()))
				continue;

			if (WorldSession* session = owner->GetSession())
				session->SendPacket(i_message);
		}
	}
}

void
ObjectMessageDistDeliverer::Visit(CameraMapType &m)
{
	for(CameraMapType::iterator iter=m.begin(); iter != m.end(); ++iter)
	{
		if (!i_dist || iter->getSource()->GetBody()->IsWithinDist(&i_object,i_dist))
		{
			if (!i_object.InSamePhase(iter->getSource()->GetBody()))
				continue;

			if (WorldSession* session = iter->getSource()->GetOwner()->GetSession())
				session->SendPacket(i_message);
		}
	}
}

template<class T> void
ObjectUpdater::Visit(GridRefManager<T> &m)
{
	for(typename GridRefManager<T>::iterator iter = m.begin(); iter != m.end(); ++iter)
	{
		WorldObject::UpdateHelper helper(iter->getSource());
		helper.Update(i_timeDiff);
	}
}

bool CannibalizeObjectCheck::operator()(Corpse* u)
{
	// ignore bones
	if(u->GetType()==CORPSE_BONES)
		return false;

	Player* owner = ObjectAccessor::FindPlayer(u->GetOwnerGuid());

	if( !owner || i_fobj->IsFriendlyTo(owner))
		return false;

	if(i_fobj->IsWithinDistInMap(u, i_range) )
		return true;

	return false;
}

void MaNGOS::RespawnDo::operator()( Creature* u ) const
{
	// prevent respawn creatures for not active BG event
	Map* map = u->GetMap();
	if (map->IsBattleGroundOrArena())
	{
		BattleGroundEventIdx eventId = sBattleGroundMgr.GetCreatureEventIndex(u->GetGUIDLow());
		if (!((BattleGroundMap*)map)->GetBG()->IsActiveEvent(eventId.event1, eventId.event2))
			return;
	}

	u->Respawn();
}

void MaNGOS::RespawnDo::operator()( GameObject* u ) const
{
	// prevent respawn gameobject for not active BG event
	Map* map = u->GetMap();
	if (map->IsBattleGroundOrArena())
	{
		BattleGroundEventIdx eventId = sBattleGroundMgr.GetGameObjectEventIndex(u->GetGUIDLow());
		if (!((BattleGroundMap*)map)->GetBG()->IsActiveEvent(eventId.event1, eventId.event2))
			return;
	}

	u->Respawn();
}


template void ObjectUpdater::Visit<GameObject>(GameObjectMapType &);
template void ObjectUpdater::Visit<DynamicObject>(DynamicObjectMapType &);
